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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - Zuthal

Pages: [1] 2 3 4
1
There are some extra factors at work (bonus XP/SP related stuff) but you don't HAVE to tweak it if you're willing to accept the game generating a little bit more or less SP.

Can you elaborate on those? Because just comparing the two scripts between the normal and fast version with the same level cap, the only difference I spotted was the XP per level table

Edit: Oh wait, I found it, it is in the settings.json. So comparing things, it seems like story points per level is multiplied by the same factor as XP per level, and bonus XP values are divided by that value?

2
Suggestions / Re: Make Distress Calls Worthwhile
« on: March 16, 2024, 06:38:57 AM »
And on the other side of things, for the player, using distress call is nearly worthless once you have a decently-sized fleet. Unless you ran out of fuel just barely outside the core worlds, the few dozen fuel you get from an independent fleet helping you or a pirate fleet's salvage won't be enough to get you home.

Maybe, if you are commissioned by a faction or have a sufficiently built-up colony (requiring a high command perhaps?), give an option to tell a fleet that came to help you to send for a more substantial rescue fleet from your commissioned faction/your colony, with the arrival time depending on how far away you are from there, and that fleet will then give you just enough fuel to get back to civilised space.

3
so I don't know if this has been addressed in an earlier part of this thread but I've changed the setting in the config file "invasionsOnlyAfterPlayerColony" to true which should stop invasions until I colonize but it's still happening for whatever reason before then and yes I made sure to save the change, does starting commissioned by a faction break it somehow? cause that's the only thing I think would break it in my game

I have a similar issue to Tempest's, I've fully disabled invasions in the config file but they still happen. Is it only for new games?

Do you have LunaLib installed? If yes, the settings made via its in-game UI will generally override manual changes to config files. This includes the default settings if the LunaLib settings have not been modified.

4
Modding / Re: [0.97a] Magic Achievements: Vanilla Pack v1.2.2
« on: February 29, 2024, 07:44:40 AM »
Ironically, I did that for achievements that I thought everyone would get without needing a description. You get it for save-scumming a fight where you lose a ship. Congratulations on not getting it, you're playing "legit" :D (or, possibly, there's a bug).

See, the description made me think that you'd only get it for save-scumming an actually lost battle xD

5
There seem to be other issues in 0.97a, or perhaps mod incompatibilities, as well. Just flying through hyperspace, chasing a sensor ghost, approaching a "Black Pulsar" system, and another unknown contact in hyperspace, I got a sudden CTD, with this error message:
Spoiler
1084585 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.AbstractMethodError
java.lang.AbstractMethodError
   at com.fs.starfarer.api.util.Misc.getMemberStrength(Misc.java:4773)
   at com.fs.starfarer.campaign.fleet.FleetData.updateFleetPointsUsed(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.syncIfNeeded(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.sort(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.sort(Unknown Source)
   at data.scripts.campaign.plugins.dustkeepers.SotfDustkeeperFleetCreator.createFlee t(SotfDustkeeperFleetCreator.java:292)
   at com.fs.starfarer.api.impl.campaign.fleets.FleetFactoryV3.createFleet(FleetFactoryV3.java:156)
   at org.selkie.kol.impl.fleets.ZeaFleetManager.spawnFleet(ZeaFleetManager.java:145)
   at org.selkie.kol.impl.fleets.ZeaFleetManager.spawnFleet(ZeaFleetManager.java:160)
   at com.fs.starfarer.api.impl.campaign.fleets.SeededFleetManager.advance(SeededFleetManager.java:62)
   at org.selkie.kol.impl.fleets.ZeaFleetManager.advance(ZeaFleetManager.java:205)
   at com.fs.starfarer.campaign.BaseLocation.advanceEvenIfPaused(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
[close]

Enabled mods list is:
Spoiler
{"enabledMods": [
  "$$$_lightshow_nc",
  "pantera_ANewLevel20",
  "advanced_gunnery_control_dbeaa06e",
  "Angry Periphery",
  "aod_vos",
  "aotd_vok",
  "AttunedDriveField",
  "timid_admins",
  "combatactivators",
  "chatter",
  "timid_commissioned_hull_mods",
  "lw_console",
  "DetailedCombatResults",
  "EmergentThreats_Vice",
  "EmergentThreats_IX_Revival",
  "Everybody loves KoC",
  "fleet_journal",
  "fleetsizebydp",
  "sun_flux_reticle",
  "GrandColonies",
  "IndEvo",
  "timid_xiv",
  "kazeron",
  "lw_lazylib",
  "leadingPip",
  "lockedAndLoaded",
  "luddenhance",
  "lunalib",
  "wisp_magicAchievementsVanillaPack",
  "MagicLib",
  "Mayasuran Navy",
  "wisp_NeutrinoDetectorMkII",
  "nexerelin",
  "sun_nomadic_survival",
  "PirateMiniMegaMod",
  "pt_qolpack",
  "assortment_of_things",
  "secretsofthefrontier",
  "PT_ShipDirectionMarker",
  "sun_starship_legends",
  "tahlan",
  "knights_of_ludd",
  "US",
  "which_industry",
  "whichmod",
  "audio_plus",
  "shaderLib",
  "ShipCatalogVariantEditor"
]}
[close]

And I used the Inky start and had not done any of the Sierra quests yet, in case that might be relevant.

6
Mods / Re: [0.97a] Fleet Journal v1.1.0
« on: February 03, 2024, 10:47:31 AM »
Not sure what went wrong with it, but the download link in the OP goes to a Not Found page - downloading v1.1.0 from the repo works just fine though.

7
Announcements / Re: Starsector 0.96.1a (In Development) Patch Notes
« on: January 02, 2024, 03:00:45 PM »
First I'll note Flux Regulation applies to base dissipation only, not any modifiers.  It always only provides 12 more dissipation to a Monitor, not 10% of fully modified.

Huh, I had somehow never noticed that. Flux Regulation skill description should probably be changed to reflect that it only affects the base value.
And yes, I should have been more careful in considering the other factors.

With the changes coming to skills, you might be right.  Expanded Mags Storm Needler is 90 ammo, recharging 10 per second, consuming 20 per second during burst.  So a 9 second burst at 1000 kinetic dps, or 2000 shield DPS.  So roughly 18,000 shield damage per Storm Needler in 9 seconds.  S-mod Expanded Magazines does push the burst up to 18 seconds, but still a pair isn't going to chew through a Monitor's shields.  Hmm.  Anti-shield Conquest running 2 Storm Needlers, 2 Heavy Needlers, a Graviton Beam and 2 Squalls has sustained anti-shield DPS of 4,200 (hard, plus another 210 soft).  Which will eventually chew through a Monitor over about 3 1.5 minutes, so yeah, not really bursting.

I think the biggest damage burst a ship can put out (excluding maybe some missile spam builds) is a Radiant with five Autopulse lasers and builtin Expanded Magazines. Builtin EM gives 75 shots per full APL burst (in a 7.5 s burst), so 375 shots from five of them, which even with all possible damage bonuses (+15% from builtin Advanced Turret Gyros, +10% from CR, +5% from Target Analysis, +30% from Energy Weapon Mastery, +5% from Tactical Drills [can [REDACTED] fleets even get that? I doubt they will be able to benefit from the new Cybernetic Augmentation either way) is 92812.5 damage, which is not enough to fill up the 4400 flux capacity on a tank-build Monitor with Flux Regulation even without considering that it is dissipating hard flux during those 7.5 seconds. And even with three Graviton Beams applying extra pressure, I think it would struggle to do so.

8
Modding / Re: [0.96a] Magic Achievements: Vanilla Pack v1.1.0
« on: January 02, 2024, 01:37:13 PM »
My intent with these achievements is that they're possible to get in a vanilla-balance game (ie no unbalanced modded ships). The rationale is that if you *need* a mod to get the achievement, that's enough of a slippery slope due to the highly variable power levels of mods that the difficulty of getting the achievement is essentially arbitrary.

That would be a good achievement for SWP. "Excelsior! Defeated an enemy station using only the Excelsior."

Beating star fortresses with only an Afflictor is possible in vanilla if you are skilled enough

https://www.youtube.com/watch?v=tHiodjnQhwg

9
Modding / Re: [0.96a] Magic Achievements: Vanilla Pack v1.1.0
« on: January 02, 2024, 11:22:43 AM »
– Disregard, I accidentally hit quote instead of modify and didn't notice -

10
Modding / Re: [0.96a] Magic Achievements: Vanilla Pack v1.1.0
« on: January 02, 2024, 11:22:06 AM »
Suggestion for an achievement: Epic, possibly even legendary achievement, "Unequal Duel", defeat a full-size enemy station (Star Fortress or undamaged Remnant Nexus) using a single frigate - assuming it is easy to detect the ship classes deployed by the player during a fight.

11
Announcements / Re: Starsector 0.96.1a (In Development) Patch Notes
« on: January 02, 2024, 08:42:28 AM »
The Pegasus also has the option of medium ballistics for efficient shield pressure, which the Astral and Apogee do not, so specifically the Squall nerf does not impact it nearly as much as other missile-heavy ships.

12
Announcements / Re: Starsector 0.96.1a (In Development) Patch Notes
« on: January 02, 2024, 07:25:30 AM »
Monitor no longer taking safety overrides seems like a good step.  My guess that should reduce effective Monitor tanking peak by about 55-60% (taking into account Elite Field Modulation is now 20% hard flux dissipation).  Peak tanking in the proposed version (including the 15->20% dissipation buff from elite Field Modulation), along with Front Shield s-mod and Flux Distributor s-mod, looks to be around:

(342*0.7-100)/0.465*10 = 2,997 effective shield damage per second with Fortress shield up.  Does require an officer though.  That will still be able to tank a number of non-optimized capitals, but not all capitals.  I'm guessing most Radiants should be able to hit that, at least in some form of burst.

A non-SO Monitor can get a bit more tanky than that. 120 base dissipation, +15 vents is 270, +built-in distributor is 310. 15 vents plus non-builtin hardened shields (distributor, front shields and stabilised shields built in) leaves 10 OP to spend on weapons (say, a burst PD and a normal PD laser), which with ordnance expertise on the officer gives an extra 20 dissipation, increased by 10% to 363. This is 154.1 net hardflux dissipation with the fortress shield up.

And having both stabilised and front shields built in improves the effective shield ratio to 0.8*0.8*0.85*0.9*0.9*0.95=0.418608, for a total tanking strength of 3681 anti-shield DPS.

On the other hand, without an officer, with just the support-doctrine added ordnance expertise, it is still 10*(363*0.5-100)/(0.8*0.8*0.9*0.9*0.95)=1655 dps tanked indefinitely.

And of course, if the average incoming DPS is below 3681, the officered Monitor can tank a burst of ~100k anti-shield damage even with just its base flux capacity boosted to 4400 by flux regulation. So I don't think it will be possible for a single capital to burst it down - the new storm needler should be ~15000 damage vs shields per burst with expanded mags if I did the math accounting for the ammo regen right.

13
Could we please have a settings option to revert the "show recent" button to be "show all" again? I always found that useful for build in S-mods on ships without having to go into the build screen and shuffle things around.

14
Mods / Re: [0.96a] Quality Captains: A Skill Rework - Now with perks! v1.5.3
« on: September 02, 2023, 07:16:54 AM »
A small issue: In the latest release, the "Stock Tiers" preset is the same as the "Less Restrictive Tiers" preset.

15
Mods / Re: [0.96a] Tahlan Shipworks
« on: September 01, 2023, 03:27:39 PM »
Hi, 1.2.6 causes the game to immediately CTD on Linux due to filenames shenanigans.

Backslashes "\" are considered legit characters for filenames so code using it as folder designators on windows will refer to a file from the mod's root folder instead.
For example with a filename like this "graphics\tahlan\maps\weapon_glib\tahlan_aetnos_hp_base_material.png" loaded straight from the "tahlan-shipworks-1.2.6" folder.

Files from
graphics\tahlan\maps\weapon_normals\
graphics\tahlan\maps\weapon_glib\
are affected.

Not sure which files exactly or if it's all of them, after 3 positives I just made a script to create renamed copies of all of them in the mod's root folder.

Also filenames are case sensitives, caused issues from this:
graphics/tahlan/maps/ships_normals/tahlan_Castigator_pxiv_Normal.png
graphics/tahlan/maps/ships_normals/tahlan_DunScaith_dmn_Normal.png
graphics/tahlan/maps/weapon_glib/tahlan_nibelung_cover_R_material.png
graphics/tahlan/maps/weapon_glib/tahlan_nibelung_cover_R_surface.png

After processing the concerned files the game could start and ran properly.
Cheers  :)

The first issue also occurs on MacOS. Fortunately, the Finder has a mass-rename option that made applying the bandaid fairly painless!

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